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Question Unity 2020.3 OpenXR and Oculus App Lab

Discussion in 'VR' started by MatthewPaquette, Jul 31, 2021.

  1. MatthewPaquette

    MatthewPaquette

    Joined:
    Nov 5, 2020
    Posts:
    9
    I have an app developed for a client that they want their customers to be able to access easily with their own headsets without having to sideload with SideQuest or anything like that. I think getting an app designed for a unique audience such as this approved for the Oculus store would be difficult so I've been looking into the new App Lab as an alternative.

    I've managed to get rid of all errors when trying to upload save one, "Unity VR support is not enabled." I assume this refers to the old "VR Supported" checkbox in unity but since OpenXR became a thing that box is gone. I tried using an editor script to do PlayerSettings.virtualRealitySupported = true; but no dice.

    Is there something I need to add to my manifest for this specific setting?
     
  2. the_real_apoxol

    the_real_apoxol

    Unity Technologies

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    Dec 18, 2020
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    467
    Are you making a VR app? If so which XR provider are you using for android, Oculus or OpenXR?
     
  3. MatthewPaquette

    MatthewPaquette

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    Nov 5, 2020
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    Yes, making a VR app for Quest 2 using OpenXR and Unity 2020.3
     
  4. the_real_apoxol

    the_real_apoxol

    Unity Technologies

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    Do you have the Oculus Quest Support feature enabled in the OpenXR Settings for android as well as the Oculus Interaction Profile?

    Also make sure OpenXR is checked in the android XR management settings?
     
  5. MatthewPaquette

    MatthewPaquette

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    Nov 5, 2020
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    Yes, build target is set to android, in the player settings under XR Plug-in Management I have Initialize on Startup and OpenXR checked for Android and PC.

    In the Oculus SubCategory under XR Plug-in Management I have Quest 2 selected as a Target Device for Android.

    In the OpenXR subcategory under XR Plug-In Management I have Oculus Quest Support selected, and the Oculus Touch Controller Profile in the list of Interaction Profiles.

    All of this runs in the editor and can be deployed from Unity to the Headset with Build and Run. My issue arises when trying to get my APK validated for Oculus App Labs, it is expecting to find the "VR Support Enabled" player setting, which no longer exists.
     
  6. jackpr

    jackpr

    Unity Technologies

    Joined:
    Jan 18, 2018
    Posts:
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    > My issue arises when trying to get my APK validated for Oculus App Labs

    This sounds like a non-Unity tool giving you trouble. In 2020.3 the "VR Support Enabled" player setting no longer exists. That setting is an artifact of the previous XR Plugin architecture.
     
  7. jackpr

    jackpr

    Unity Technologies

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    Jan 18, 2018
    Posts:
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    I suggest reaching out to the Oculus App Labs team.
     
  8. AnKOu

    AnKOu

    Joined:
    Aug 30, 2013
    Posts:
    123
    Hello !

    Did you find a way to make it work eventually ?

    I'm using OpenXR for a multi platform (vive and oculus) app.

    And now, I am infomed that I must publish the app on AppLab...

    Unfortunately I had issue when trying to use the oculus plugin so I would like to keep OpenXR...